Territory warsare pretty similar to castle sieges but both - merchants and clans may participate.The territory consists of castle(the eye of the storm ), the corresponding town or village, territory fortress and hunting ground. There are 9 territories: Gludio, Dion, Giran, Oren,Aden, Innadril, Goddard, Rune, Schuttgart

Attackers' goal - rush into the castle , steal the flag(ward) , "seal" it by using Capture Ward and port back to your castle.Defend both flags(your own and the stolen one) until TW end.Defenders' goal - don't let attackers break into your castle and steal your flag.Don't let the attackers destroy catapults located inside the affiliated fortresse.If the catapult is destroyed all castle NPCs (guardians) disappear and the castle gates are open.

Participating rules and TW period:1)You can register through the Mercenary Captain2)TWs occur 1 day before the castle siege (Saturday-TW->Sunday-Castle Siege);3)Clan members that are authorised for that action can sign the whole clan for the TW;4)Only players above level 40 that have completed their 2nd class transfer are allowed to join the TW;5)TW registration/cancelation period ends 2 hours before the TW begins;6)Castle owners are automatically registered;7)Ressurection rules are same as for CS;

Combat,penalties and more:1)You do not need to hold CTRL button to attack your enemies;2)You are not allowed to attack allied players(even forceattack won't do the trick);3)AOE skills do not damage allied units,but neutrals(non affiliated) and enemies BOTH suffer their effects;4)When you die you may suffer the "Battlefield syndrome"(same as death penalty);5)You don't suffer exp loss upon death in the siegezone(same does not apply if you leave the battle area);6)Leaving siege territory marks you nickname purple for 120 seconds (aka you are flagged);7)If you die you can go to castle,village and/or the outpost(HQ).

Headquarters/outposts:Castle lords are able to build headquarters(indestructible) which boost regeneration by 100%,you can "revive" here no matter if you are clan member or merc(aka random ).The outpost costs 120 gems B.You may have only 1 HQ.

Mercenaries(special items):Mercenaries can keep their anonimity by transforming with the Mercenarie Disguise Scrolls(their names will be changed to "[Territory]Guardian" for both - character name and system msgs).Your disguise lasts 30 mins.

These rewards effects appear in your skills window as passives if you are member of a castle owning clan.Academy members do not receive the bonuses.In order to get the benefits from the "stolen" wards your clan has to own its own castle ward.For example if your clan owns Gludio and has stolen Innadril's flag but the Gludio flag is missing (aka it's stolen from you) you DO NOT get the Innadril ward's bonus.

Items and Badges:You can buy various items and Noblesse status after finishing the Mercenary Captain's quest.

Decrease rate of experience points in case of death is 40% of the general death cases (existing Apela Set 70%)

Setting territory lord:To proclaim the territory owner castle lord needs to fulfill "Path to Becoming a Lord" quest.Starter NPC is the Chamberlain located in each castle.

Conditions for proclaiming a territory lord:1)The castle should have either no relation or contract status with all player owned fortresses in the territory (excluding a border fortress). If a fortress has claimed its independence within the territory, then the lcastle lord cannot be proclaimed as lord of the territory.2)One has to complete the 'Path to Becoming a Lord' quest.3)One has to complete the quest 2 hours befor to the start of the territory war.

The following changes occur when a territory lord is proclaimed:1)Being proclaimed as territory lord is a necessary condition to expand a clan's level to 11.2)The territory lord's clan emblem is automatically registered to all NPC's residing within their territory.3)10% increase in seed sales and crop purchases.

Territory lord proclamation will automatically be cancelled under following situations:1)When the clan is disbanded.2)When the lord is changed at the end of a castle siege3)When proclaiming lord is cancelled, all activated functions will be initialized.

I supose the guide is still incomplete and there are items and info to add (you can give me a hand here ) . Soon to come : Territory lord proclaiming quest guideWTB this guide added to http://www.pmfun.com/territorywars after I fully update it.Also the upcommin` quest guides.WTB comments!

I want to ask some question about TW, if anyone knows. I've never participated to one, so i'm kind of confuse.

Territory badges are obtained by doing the specific quest you get at territory NPC, or how?Is it possible to obtain 100 badges in a single TW?If my clan doesn't have a castle, and i register solo, i should go after castle wards, or just do my quests with/without my party? TW is tommorow on l2c, so i wanna be a bit more informed b4 that. Edit, more questions:Anyone knows how many badges S weps cost? Are they attribute-able?